Question:
Move
Option 1: 13/7 (2)
votes: 6
Option 2: 13/10 (3), 6/3
votes: 2
Option 3: 13/10 (4)
votes: 0
Option 4: 13/1
votes: 0
Option 5: 13/10 (3), 4/1
votes: 0
http://en.wikipedia.org/wiki/Occam%27s_razor (http://en.wikipedia.org/wiki/Occam%27s_razor)
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13-7 (2)
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i liked the more versatile 13/10(3), 6/3
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i just voted for what i would do. i have no clue what i'm doing or my rating would be higher. lol
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The clear choice is between A) making the bar point and B ) bringing down 3 while making the 3 point.
I initially voted for B - by stripping the midpoint we prepare to clear it. Making the 10 gives us a landing spot, blocks 55, and the spare on it allows us to delay having to break the midpoint. Finally, making the 3 point has to be worth something.
In favor of A, the main advantage is that the 7 point will be much easier to clear than the 10 when we get to that point. Making the 10 means making a point we'll just have to clear in a few rolls. Yes, the 10 blocks the 55 joker, but that's not a very strong reason to make it. The blots on the 3 and 2 are maybe a little problematic, but we'll make both those points before long so
What tips it for me is the 4 6 8 10 structure after play B - four points in a row with a gap between each of them. This tends to lead to awkward rolls, so I'm switching to 13/7(2).
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13-7(2) unstacks our bloated mid while making a useful 3-prime and so shades it for me.
XGR++
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A rather unexpected result. Not that the top move was unforeseen - the herd's play comes out on top by a substantial margin - but that the 2nd 3rd and 4th best plays are what they are.
13/1?? 13/10(3) 4/1? WTF? What is the utility of having blots on the 1,2,and3 points? Or 1,2,3,and 4?
I understand that bringing down 3 makes a point that will be difficult to clear later, but it makes no sense to me that 4/1 would be better than 6/3 after bringing down 3.
XGID=--AABbC-C---cE----acbbb---:0:0:1:33:3:1:0:5:10
X:Player 1 O:Player 2
Score is X:3 O:1 5 pt.(s) match.
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X O | | O O O O |
| X | | O O O O |
| X | | O |
| X | | |
| X | | |
| |BAR| |
| | | |
| | | |
| O X | | X |
| O X | | X O X |
| O X | | X O X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 120 O: 128 X-O: 3-1/5
Cube: 1
X to play 33
1. XG Roller++ 13/7(2) eq:+0.581
Player: 70.65% (G:2.04% B:0.05%)
Opponent: 29.35% (G:1.21% B:0.02%)
2. XG Roller++ 13/1 eq:+0.503 (-0.078)
Player: 68.16% (G:2.80% B:0.04%)
Opponent: 31.84% (G:1.89% B:0.03%)
3. XG Roller++ 13/10(3) 4/1 eq:+0.486 (-0.095)
Player: 67.72% (G:2.39% B:0.04%)
Opponent: 32.28% (G:2.44% B:0.05%)
4. XG Roller++ 13/4 6/3 eq:+0.464 (-0.117)
Player: 66.85% (G:1.57% B:0.02%)
Opponent: 33.15% (G:1.58% B:0.02%)
5. XG Roller++ 13/10(3) 6/3 eq:+0.456 (-0.125)
Player: 66.52% (G:1.78% B:0.03%)
Opponent: 33.48% (G:2.33% B:0.03%)
eXtreme Gammon Version: 2.10, MET: Kazaross XG2
If the bot is right, then it must be the long-term value of the spare on the sixpoint (good for playing potentially awkward fours and fives). The 6/3 play is less flexible in comparison. Kit Woolsey is famous for his statement "you can't say enough good things about a spare on your sixpoint".
The four homeboard blots after 4/1 are not really a concern here, as they figure to get covered soon, before any hitting might start. Flexibility might be very important after playing 13/10(3), as clearing the mid, the ten and the eight safely is no walk in the park.